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Due to some circumstances I'm starting the playthrough of original Starcraft, along with the Brood War expansion pack. It's been many years since I've played any RTS, let alone this one, so it will be a good way to refresh the memories. The system here will be simple - 1 post = 1 mission. That way I can keep the pacing as I see fit without building a juggernaut posts later on.

This is the original version, not the remaster (which IMO looks too plastic and doesn't have the charm of the original)

Since I know how to walk and chew gum at the same time we will go for the first mission, leaving the Boot Camp untouched.

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Mission I : Wasteland ​

Adjutant Online. Good evening, Magistrate. I'll fill you in on what's been happening: Confederate traffic has increased substantially within the system due to the recent Protoss destruction of the Chau Sara Colony. The Confederates have
tightened security on all outlying systems, and it's likely that this colony will be locked-down as well.
An encrypted Confederate transmission came for you while you were at dinner. Replaying transmission:

Greetings, Magistrate. I'm General Edmund Duke of the Confederate Security Forces, Aplha Squadron.
The Confederacy has quarantined this entire planet, and we'll proceed with the lock-down within 48 hours.
You're to relocate your core colonists to the outlying wastelands. Now I know there won't be any problems with these new
arrangements.

Transmission ended. I have contacted the local Marshal, James Raynor. Raynor has agreed to meet your personnel en route and escort them to the new wasteland site.

Objectives :
- Find Raynor
- Build a Barracks
- Train 10 Marines

We start with a small groups of SCV's and marines. Pushing through the south, nothing to see here.

After a short walk we meet Jim Raynor.

As we can see here, he easily defeated zerglings, who are basically a target practice in this stage of campaign. Jim can one shot kill little beasts if he is lucky, marines are basically a support here.

Fun fact: It was an Easter egg made by Sharon Shellman. She made some of the Fallout artwork and after that in Blizzard for some time, then later ended up at Troika with her former co-workers to develop Arcanum. Thanks Sharon !

While we were killing all the zerglings, the barracks and the marines are waiting for orders. Time to move on.

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:

Receiving incoming transmission. Com-link established:

:

Hey, what's up, man? Got yer refugees tucked in nice and tight. Provided you can sidestep anymore
surprises from our Confederate friends, and we can keep them away from those critters, they should have an easy time.

We've already received the distress beacon from Backwater, and we'll take care of it. You just sit tight.
You'll be notified if there's anything we think you need to know.

:

Damn! Listen, if we wait for Confederate reinforcements, that station's dust. I'll head out there
now, do what I can. You send in some militia, and we'll save those folks. Trust me.

Objectives :
- Eradicate the alien infestation
- Raynor must survive

"Backwater Station" is basically an extension of the previous one. Instead of making barracks with a couple of marines, we start getting used to building our strenght from basic ground units, with Refinery for gathering Vespan gas, Engineering Bay and Academy for infantry upgrades as new buildings.

I quickly use up all the slots provided by the supply depots and clean the nearby north area...

After that Jim and the squadron moves onward to see for the first time a Zerg creep colony with some guarding small groups.

We discover a second base with some marines and workers hiding behind the aliens. Bunkers are the last building introduced, but not the least.
Those things will help us defend the neuralgic points of the map and the base. Build bunkers and choose smart where will you do that - it's like that thing that Cleve was talking about.

Oh, and of course we've got Firebats. Put at least one of them in a bunker, when someone gets too close to the bunker. Althought they can only attack only ground units, they work in perfect synergy with marines. Burn baby burn, flames are gettin' higher!

Refinery workers are still having lots of resources, but the minerals in the south base are already depleted. Time to move SCV's and prepare for the final move. Upgrading attack/armor at Engineering Bay and building two groups that will attack from different spots.

Jim Raynor takes the south bay.

The north group is cleaning the perimeter.

Jim moves as well.

With a minimal losses we almost purged the xeno scum. But there is still one thing to do.

Time to destroy infected Command Center. Victory !

No kidding Jim, total douchebag. Oh well, at least we've helped ! Time for some quick movie intermission. See you next time.

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Receiving incoming transmission. Com-link established:

:

I got your message, Magistrate, and frankly I don't care what you have to say about Confederate
regulations. You damn fringe world yokels are all alike, don't know where your loyalties lie. Y'all have a
real good day now, y'hear?

:

Transmission ended. The report you requested is ready. Sixteen outland stations have reported sightings of the alien invaders identified as Zerg. The Confederates have arrested all standing militia forces and continue to avoid action against the Zerg. Three stations have fallen to the Zerg already. We've been unable to locate any source of military relief except... the extremist faction known as The Sons of Korhal. Their liaison is holding on line.

:

Good day, Magistrate. My name is Arcturus Mengsk, and I represent The Sons of Korhal.
You're familiar with the confederate propaganda surrounding my group, but your reputation suggests you'll see past it. It's never been our practice to
operate in any one place for long, but these Zerg don't look like they're going to wait. I'm going to make you an offer, Magistrate.
I'd like to help you out by sending down a number of transports to your colony and evacuating any survivors.

You know, of course, that my organization operates outside the bounds of Confederate law.
That's why they spread their lies and misinformation. If you decide to accept our help, you'll be branded as an outlaw too. But, it's a chance to
save those people. Time to make a stand, Magistrate.

We are starting in the south west part of the map, with the Vulture guy sending you a message about repairing buildings and vehicles. Thanks for the advice, captain obvious !

Basically this is a mission.

While having vultures and mines is tempting, you are better off with basic bunkers, marines and firebats sitting in the bunkers. Adding some turrets helps as well, because we are forced to fight with Mutalisks - first flying enemy. Keeping marines on the upper level of the buildings isn't necessary, as we still don't need to look out for Overlords transports. Vespene gas is in limited quantity, so upgrading troops via Engineering Bay and U-238 shells for marines in the Academy.

Three bunkers on left wing, but I like to pair them on both sides just to be safe.

The closer you are to end this map, the more foes will be coming at you. Having some SCV after onslaught to repair the bunkers is of course mandatory.

Calm before the storm. Time to install the last turrets, ensure that everything is repaired and recruit marines since we have so much crystals to spend.

Oh, that wasn't so hard.

Finally a yuge attack to test your defences.

Only one bunker takes most of the damage. So far so good.

The guys at the right wing are having no problems with the oncoming forces. The Vulture on the right is making good work at finishing off the units who are concentrated on bunkers.

No degeneracy could hold up against religious fanatism! Degenerates are weak and fragile,they thrive trough temptation and weak words,fanatics on the other side don't give a shit about such things,they prefer to flagellate themself and behead the enemies of their fate. It is shame that our religion had lost its zeal.

just as I had intuited, choice D was a way to unlock our latent talent (damn I just discovered a new palindrome) for instant transmission. now whenever we need to get somewhere quick we just drink a bottle of expensive brandy until we pass out and we will wake up at our desired destination.

God, I actually love this. I'm actually a fan of Blizzard again because they're such CUNTS. They got every Diablo fan in a big auditorium just to make them watch a snuff movie of their franchise being brutally murdered with a shovel. Do you know the best part of this? They actually give Blizzcon goers a "loot bag" sort of thing which has a bunch of little souvenirs to remind you that you were there. Hahahaha, every Diablo fan that just got their heart ripped out of them by Kano a few hours ago has something to always remember this event by.
Well done, Blizzard. This was a master troll. What madmen. Fuck those losers.

All those who share the blood of germans without sufficient sublimation with the spirit of mediterranean civilization are destined to become harbingers of the apocalypse and destroyers of Christian culture.

Sawyer's hipster imperialism, rape apologism and longing for failed austrian leadership is but a reflection of that.

21st century anti-globalism is THE greatest popular uprising against the rich and powerful ever known to men. Communist shitstains promised to fight the "evul capitalists", only killed a bunch of random people for no reason and eventually became the bitchboys of the Globalist Cabal that is composed entirely of the fucking 1%. Ours is a fight of the common men and women against the people who control all the media, the entertainment industry, the banks, the megacorporations, the international bureaucracy (EU/UN/OEA etc) and probably more stuff I forgot about. Only God is on our side and he is all that really matters.

I played the demo since it came on a CD for a gaming magazine I was buying at the time, but I didn't know there was a version with extra missions. Maybe it's time for a replay, especially since I find the original more fun than the second version.

Ask them the questions, tell them no lies
A cry for freedom, praying that they wouldn’t die
Mind over matter, cry over sins
Their lives are over now, ended before they begin

Do you remember I told you, that it will be 1 post - 1 mission LP ? I lied.

Due to the Precursor demo campaign I'm putting all of it in one post, just to avoid confusion and make it more easy to navigate. The first mission is another boot camp, so I'm skipping it just as before.
Mission I : Strongarm

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It seems that we are working for the Confederate forces. First mission is to destroy the base of Chau Sara using Alpha Squadron.

Most of the base is already made, so we just need to start arming up, divide troops into a smaller groups and start looking up for the base.

Well, it didn't took long to find out them.

The other squadron is doing searching as well.

No luck with finding the Command Center, only small forces guarding the minerals.

West South part clear as well.

Going through the middle to continue the searching. But wait !

Well, this is when we encounter for the first time the Zerg menace.

After killing their reconnaissance forces we have a little conversation with Magistrate Collins and Cerberus Commander, who will help us with the buffed Goliaths and firebats. YES !

Finally, we are making a progress here. I've divided my forces into two big groups and start the purging.

The northern part was empty, so I've dispatched all my forces into the south. Cha - ching, time for some fun.

After destroying all the buildings and SCV's beforehand, we are clear to go. Good job!

Mission II : The Gauntlet

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Objectives are clear, bring up the Cerberus Firebats to the installation entrance. Let's see how much resistance we will encounter.

We have Goliaths and Firebats of Cerberus from the beginning. Time to dig some minerals and gas to move onward from SW part of this map.

All right, I think we are ready to go.

As you can see, the forces are ready to venture through the Zerg base.

The Vultures took most of the damage.

Time to kill of the hydralisks here and move on.

We have a new compact base, since we already harvested all the resources in our main camp.

I build two bunkers to have my Cerberus firebats occupied, since they have better damage ratio.

Another Vulture dispatched, this time we find more than a couple of zerglings. Another tight spot.

After playing bait with Vultures I've disposed of the units that were in this place.

Another fortifying on the north. All resources gathered, but who cares.

Finally, we are entering Vault 13. This time it won't be rats, that we will be fighting with.

Mission III : Den of the Beast

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Cerberus Commander really isn't giving a damn about authority here. Also, it's worthy to mention that while it's a demo, the voice acting is still superb. Blizzard was truly a company that put a great effort without pulling any cheap tricks. This is how you "sell" your game.

We need to locate the civilians in the installation, but in the mission we will find out they are actually scientists.

First, we find a terminal that will tell us, where the scientists are.

Small groups of zerglings are to be expected. But for our firebats they are no match. Let's burn!

We find a small imprisoned group of marines. Time to do some bug hunting boys.

Some of the automated defensive weapons are still functioning.

Time to get back to the south part of the map. To check if there aren't any additional forces as well.

Bingo ! The zerglings are trapped. But we know that's only temporary.

Moving on, we open the section with the scientists.

A small groups of other Zerg brood shows up. Marines quickly engage in a combat.

Just checking the north section, to be sure we didn't omit anything useful. Good call, since it was the last group of marines. They will take following now.

Some additional forces are unleashed as well.

All scientists are rescued. Victory!

Mission IV : Force of Arms

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In this mission we have General Duke under our command. His tank can go into a siege mode without any upgrades, and his basic damage is impressive. After we start, we immediately see the Zerg brood destroying the base, which is almost completely empty. Time to start this whole thing by cleaning the base.

After a while and building a strong defence wall we can concentrate on finding another place with the resources.

I'm sending the Vulture, who plays the mouse and cat game with hydralisks. Just to see them popping thanks to the new tank unit. Hearing their blasts never gets old.

All right, we found the new place for a base. Time to mobilize our forces and make a new outpost and leave a skeleton crew behind just in case.

We quickly find out, that this is another good buffer point for our forces, there are sunken colonies at north. Thankfully tanks in siege mode can shoot them without being detected.

It's time to create a clamp that we will use to destroy the big base on north west. A single brave SCV is making a bunker, while the support forces are behind just in case. We don't want to spoil the surprise.

As usual, fast vulture working as an easy target will be perfect for finding out the buried zergs. The hydralisk den is almost destroyed as well.

Another mineral + gas base for us. Time to make another defense wall.

It's time to make a final move.

Using a 6 tanks plus marine/firebat support and as usual vulture, we clean the entrance for us.

The enemy tries to confront us, but it's already too late.

Marines are killing Overlords to make it harder for the brood to make any additional units.

Victory! That was more intense than previous mission, that's for sure.

Mission V : Extermination

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This time we go full Exterminatus.

Let the good times roll.

Woah, the base is so tiny. We need to buckle up and make it look like a fortress.

:Work in progress:

Much better. We have rocket turrets as well, to dispose of mutalisks and overlords.

Our Comsat Station finds out a small base in south. Time to make an entry point for us in the middle.

We are good to go. Just adding some turrets to be safe, and giving tanks more enemies to shoot.

Well, it turns out that small base had many hydralisks buried beneath. Plus we will face Ultralisks as well. SCV is repairing the tanks, that continue blasting the remaining forces. The small mixed group of troops with Vulture is killing of any survivors who get too close to them.

We are good to go, the main base has already no resources left. With my Wraiths units I'm doing search through the map. The big mineral deposit nearby will make our lives much easier.

The Wraiths find out, that there are no spore colonies to attack the air units. Time to invest in them more and attack.

Damn, a hatched Ultralisk. Better stop him as quickly as possible.

A little group of hydralisks made it harder for Wraiths to destroy the main base, but we quickly build 4 destroyed ones and repair the others.

There is nothing more to do here. We help the tanks to find out the sunken colonies and prepare for final battle.

After destroying all the flying forces and killing overlords quickly, the Wraiths are the only ones we need here.

Hey, man. Arcturus' boys sprung me from the prison ship. Apparently,
they're as frustated with the Confederates as we are! I know
their reputation, but they seem to be on the level. I think Arcturus
wanted to speak with you...

:

Commander, Mar Sara is almost completely overrun by the Zerg.
The Confederates are abandoning the planet, and so are we. However,
there is one thing I'd like to do before we leave.

I want you to raid this colony's Confederates outpost and retrieve
whatever design or weapons schematics that you can find in
their networks. With the chaos of the Confederates' evacuation, you
shouldn't have any trouble getting in or out of their installation.

This is a very straitghtforward mission, since we don't need to build up the base, and we are just operating with Raynor and a group of soldiers infiltrating the base. The confederate forces aren't very big when it comes to numbers.

There are unarmed civilians and SCV's that we can kill during the whole operation.

Venturing onwards with a minimal problems.

Random creatures left behind, who will do no harm to us. We better get going.

In one of the other rooms we find zerglings, which were being test subject of Confederates. A logical conclusion giving what happened in Precursor mini campaign. But that's not why we are here. I've unlocked some doors via nearby terminal.

Run free my little beasts!

Automated defence systems can be nasty, since they come up unexpected from the ground and walls.

I've found the teleport which will give us access to the north east sections of the map.

Fighting with the confederate scum.

Done. Two soldiers didn't survived, but their sacrifice was not made in vain

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Hey, man. Headquarters has begun analysis of the discs.
They expect to have them decoded shortly.
I hope whatever's on those discs is worth it.

:

Receiving incoming transmission from Arcturus Mengsk:

:

You and Captain Raynor have done well, commander.
I believe our efforts have weakened the Confederacy's grip on the fringe worlds, but our job out here isn't done yet.
Lieutenant Kerrigan, my second in command, will elaborate.

:

I'll get straight to the point. Our sources tell us that Antiga Prime is ready to begin open revolt against the Confederacy.
Unfortunately, the Confederates seem to be aware of this as well.
They've stationed a large detachment of Alpha Squadron troops there, under the command of General Duke.

:

It will be your job, Commander, to free this colony and show our good intent to the Antigan people.
Lieutenant Kerrigan will help you deal with Duke's officers.
The rest of the Confederates are yours to deal with.

We start mission with Jim and group of marines up in the north west corner of the map.

After Jim's romantic telepathic encounter we can move on and try ghost abilities.

But first let's destroy those turrets, which work as detectors, which can see Sarah even if she is using cloaking.

That Vulture didn't stand a chance.

Lockdown is a nice ability that makes every vehicle/ship immobilized.

We use cloaking and destroy all the bunkers with the crews to finally reach the enemy's Command Center.

It's time for some hard arbeit and improve our defensive capabilities. Plus we can build Starport to start producing Wraiths and Dropships.

The computer really likes to attack this spot, so we will make a nice bunker to deal with that problem for now.

From time to time we are reminded of the necessity to gather our forces and dispose of the confederate forces.

The south perimeter is secured and I'm starting to preparing for the invasion,

Smaller group of SCV's after being done with the structures are gathering minerals as well.

It's only a Refinery, but a good spot to start the ambush.

With the Comsat Station we can see that the base is on a far left corner. Many buildings and units to move through.

A nice group of Wraiths and troops are eager to start the whole operation.

The goliaths and Refinery were quickly destroyed. The Wraiths were as always eager to go to my base after being provoked by my own ship. We must look out for turrets, and that is why marines and firebats are really great support.

I'm sending some additional units just to be sure the base is ours. Wraiths took most of the hit.

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It appears that the Confederates are in a state of panic about the Antigan revolt.
I'm picking up a high number of Confederate transmissions going back and forth between their outposts and their headquarters on Tarsonis.
Most of the transmissions are heavily coded, but wait, here's something:

:

This is General Duke calling from Alpha Squadron Flagship Norad II!
We've crash-landed and are being hit hard by the Zerg!
Request immediate backup from anyone receiving this signal!
Repeat, this is a priority one distress call-

:

Zerg? Here? Serves 'em right.
'Bout time they got a taste of what it's like to be in there mixin' it up.

:

Jim, I want you to move in and save that base.

:

I'm positive I didn't hear that right.

:

Arcturus, have you lost your mind?

:

Listen, I know Duke's a clod hearted bastard, but an entire colony shouldn't have to suffer for that.
Besides, a Confederate general could prove to be a powerful ally. This is an opportunity we cannot miss.

Despite having Kerrigan being present at the briefing, only Jim is available. With a small group of soldiers and two SCV's we need to move west to find the base.

It is almost empty, and some buildings need a repairing as well. Suddenly we hear nearby radio transmission from the Duke.

With two bunkers with marines inside, and three goliaths we need to keep him alive in the destroyed ship. Repairing the battlecruiser plus keeping everyone else in good conditions is a must at the beginning. The whole place is surrounded by sunken and spore colonies, so we need to move from the opposite side.

Building Comsat Station is always a good and cheap way to scan some area. Bingo ! We find additional minerals guarded by hydralisks. It will be a good place for a second remote base. Meanwhile the first one is being upgraded and I add more bunkers plus turrets for the Mutalisks and Overlords which are transporting enemy forces.

Since we have good reserve of minerals, making turrets all over the crash site won't hurt. It will stop the mutalisks and if we are lucky, queen as well.

Jim with the group of soldiers finally moves to the norther point to secure it.

One of the brood's base is very near from there.

I dispatch marines to have easier way to get to the base.

With more troops on the ground I've managed to kill all the buried zerglings and hydralisks. Now it's only a matter of minutes to destroy the remaining structures.

The small creep colonies at north are destroyed as well. We've got a center of the map for ourselves, plus some resources as well.

Another Comsat Station sweep search shows us how much better will be to use here ground forces instead of Wraiths, which would be destroyed quickly due to the high numbers of spore colonies.

Meanwhile, let's build the last Command Center and a little defense net between the orange brood and our forces.

As we can see, it seems that this one is less aggressive when it comes to numbers, so it's time to make a final move on him as well.

The marines and firebats are the best combination, bleeding out the enemy with the bunkers and turrets that I've made near the entrance to the base was a wise move to gain a quick momentum in this battle.

It turns out that the entrance, that Jim needs to go through has only sunken colonies. Our Wraiths will make a clear path for him.

Meanwhile troops are killing of the rest creep colonies. We want total victory after all !

The tensions between members of coalition rises, we'll see how it works out in the end.

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Commander, our position has been discovered.
As of two hours ago, a large Confederate strike force arrived on Antiga Prime and established a base camp within our defensive perimeter.
Arcturus Mengsk is calling a meeting.

:

Greetings. I know you're all concerned about the Confederate strike force, but first we have a grave matter to discuss.
It seems our data discs didn't hold weapon designs after all.
Lieutenant Kerrigan will explain.

:

You all know that the Confederates run a program for psychically gifted humans, training them to be Ghosts.
Those running the program found that the Zerg are attuned to the psychic emanations of Ghosts.

:

So the Zerg are here for you, darlin'? This keeps gettin' better and better.

:

Shut up. There's been a lot of secret Confederate research surrounding Ghosts and the Zerg.
What we stole was a small but critical piece of the puzzle: designs for a Transplanar Psionic Waveform Emitter.
The emitters broadcast the neural imprint of a Ghost, but at a much greater magnitude.
These things reach accross worlds.

:

The Confederacy used these Psi Emitters to lure the Zerg into isolated containment areas.
Your colony-Mar Sara-Commander, was one such location.

:

What are you saying?

:

I'm saying the Zerg are a secret weapon developed by the Confederacy.
I'm saying you were all subjects of a Confederate weapons test.

Just as they destroyed Korhal with nuclear weapons to establish dominance a generation ago, they would use the Zerg to put an end to their other rivals.
Only this time there'd be no outrage: who could suspect the aliens were their creation?
No, they'd be lauded as heroes for coming in and destroying the Zerg.
It's time the Confederacy paid for its crimes.

And I know just the way. Lieutenant Kerrigan is going to plant an emitter at the Confederate base camp.
Commander, you will provide her with an escort. When the Zerg arrive, they'll break the blockade for us and we'll make our escape.
Now get moving.

We start at the northern point, with Kerrigan having conversation with Mengsk regarding her doubts about the psi emitter and sending zergs on unsuspecting confederate forces. After that we need to detach quickly the nearby buildings because we are under constant fire from nearby enemy base. The SCV has the device with him. Kerrigan moves as well to the south big structured base.

The base took some hit, so we need lot of resources to build the proper defense from the three points of entry here.

Dividing the tank division is good at the beginning, since the foes will come in packs from random point. The minerals were quickly depleted here. But a solid tank group plus marines/firebats and turrets can hold a lot here.

My science vessel looks nearby to see a lone tank. Good thing that I didn't brought workers here. Let the Wraiths do their job.

Scanning nearby we see that there are random units who defend the entry to the beacon. We'll need to move tanks and infrantry and start raiding with Wraiths to provoke them to come to us.

The perimeter is secured. I've set some turrets on the hill to avoid any unnecessary Wraiths attacks.

Science Vessel will help to spot anyone moving through our tank group. Let's build a bunker and turrets as well, since we have a nice reserve of resources.

The Wraiths are being kept nearby. I don't want to loose them with a stupid charge, while the turrets and Goliaths are present. They keep all the other Wraiths from north, which show often right now.

The tanks have obliterated the ground units. Time to move quickly before the reinforcements will come. I take the marines and firebats to destroy the southern edge structers. The Wraiths are helping as well.

Another front move. Since we are so close, and there is no turrets there is only one thing to do.

This has always bugged me a bit. We come hide on Antiga, get the planet under Confederate lockdown, lure the Zerg there, and thereby seal the planets fate at the hands of the Protoss. I know Arcturus wouldn't bat an eyelash at the atrocity, but wouldn't it hurt his PR?

I've played Starcraft for its story. Twice seven times. I am *the* Storyfag.

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Greetings, Commander. Receiving incoming transmission:

:

The time of our final strike against the Confederacy is close at hand.
Before we can strike at Tarsonis itself, however, we must break through the Confederacy's most potent defenses.
General Duke will brief you.

:

I've defended Tarsonis in over thirty major battles, so I know its defenses inside and out.
There are three primary orbital platforms that serve as staging areas for the Confederate fleet.
If we assault the central platform, we should cause enough of a ruckus to allow a small force to break through the planetary defenses.

:

General, I'm impressed. I never figured you for the frontal assault type.

We start the mission on a small installation. Everyone is mobile and ready to go, including all the buildings.

Just a few clicks and we can establish our main base for this mission. There is a lot of work to do here, so as usuals I'm setting a tight defense forces with bunker/turrets/tanks heavy metal trio to help me survive the enemy waves.

Base before

Base after. Now that's much better. I need to move those tanks with marines. Duke in his battlecruiser can do some serious damage, even without any upgrades. I keep some wraiths just to give him an upper hand if needed, but mostly I'm being attacked by ground and the flying units were disposed of. Let's move and check out nearby territory!

Bingo, time to destroy the Starport, which will stop some of the attacks. I'm setting up here a little pack of marines in a bunkers plus tanks as well. A couple of turrets just in case. There are many marines in this base, plus the bunkers make a perfect shooting target.

The science vessel as always is useful. This time the lonely journey has been interrupted quickly. Luckily for me, the turrets nearby will deal with him. We are at the centre of the base already.

The air units are moving through the base with some minor marines coming up.

General Duke finds the other squadrons bunker with tank. I'm already setting up a warm welcome for them.

Meanwhile the troops are cleaning what's left of the base.

Oh, another bunker. Don't mind if I do.

I'm setting a new beautiful wall of tanks just to keep them occupied. As I'm greedy I'm taking up all the minerals and gas as well.

With my trusty squadron of Wraiths, Duke and Science Vessel I'm venturing to the north west corner to check it out. Well, it turns out that it was a skeleton crew here, so it didn't took long to wipe them out.

Finally we can concentrate on the second enemy. Time for some Comsat Station.

Excellent, so much buildings to destroy!

This time without bunkers I'm setting up a quick attack with a yuge firepower, plus some troops for cleaning up.

The marines are helping with the turrets and keep the fire from the air units.

The Duke end this mission with a blast into a Starport. Now we have another moment, when we can see how Mengsk is better than Confederates.